ORAS OU Mega Heracross Bulky Offense (Peaked 1726)

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Intro:​
This team originally started as a medicham team, but I eventually decided to switch to heracross after seeing how many things commonly run on standard balance are setup fodder for heracross, letting heracross get subs with its fairly impressive bulk. After playing around with heracross for a bit, my assumptions were confirmed, as this team will shred most balance archetypes, partially due to heracross and partially due to the rest of the team. However, no team is without its faults, and this team certainly has some. In terms of building teams, I tend to plateau when fixing weaknesses, so I often end up either scrapping a team, or accepting the weaknesses. However, for this team, it has been very successful outside of a few pokemon so I decided to RMT it to get outside advice.
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I started off with the pairing of Heracross and Rotom-W. I decided on rotom as a partner because of its natural ability to check flying types, specifically tornadus-t and talonflame. Rotom also is a solid counter to most forms of landorus-t, which can also be bothersome to heracross.
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I needed rocks, and a fairy check, so heatran was an obvious choice. Heatran can also put more pressure on some of heracross's checks like talonflame and defensive skarm.
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As most of probably know, heatran isn't actually the best fairy stop, getting beaten by diancie, gardevoir, and azu. To help rectify this, as well as address a massive kyurem-b weakness, scarf jirachi joined the team.
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The next threat I had to address was charizard x, which completely swept the team. Scarfed landorus-t isn't that great of a check, so I decided to add azumarill as an offensive check as well as a weavile check.
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At some point, I had added garchomp to the team, but it didn't really work out. In its place, I put serperior which gave me some sort of wincon as well as a check to rotom-w, which threatened every member of my team.

Team in Detail:
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Heracross-Mega @ Heracronite
Ability: Guts
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Substitute
The mega of the team, Heracross has the ability to put immense pressure on offensive and defense teams alike. With substitute, Heracross can typically get free attacks vs rotom-w, amoonguss, tangrowth, ferro, and lando-t that's locked into something other than stone edge. Having a sub also helps vs stall, by setting up on sableye, amoonguss, or quagsire, then stomping through the team until the sub is broken or heracross is phazed. I prefer Sub over SD for the reasons listed above, as well as the ability to pressure offensive teams from behind a substitute, usually forcing a sack. The rest of the set is self-explanatory, 2 STAB options and rock blast for coverage against talonflame, zapdos, tornadus-t, and a neutral hit against clef, and lando-t. The spread is also pretty standard, with enough speed to outspeed uninvested landorus and enough attack to usually 2hko clefable with rock blast. The remaining evs are placed into bulk to maximize heracross's survivability.

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom is the second member of my team, and first decision for a partner for heracross. Most of rotom's best switch-ins are grass types, like tangrowth, amoonguss, serperior, and ferrothorn, which are all a good matchup for heracross. Rotom in turn provides heracross and the team with a solid answer to landorus-t and a decent check to talonflame. There isn't much to rotom's spread and moves, as they are all fairly standard, and one doesn't really see rotoms running much else these days.

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Lava Plume
- Toxic
Despite rotom's strengths, it combined with heracross to create a massive lati weakness. The team also lacked stealth rocks which I wanted to add early to avoid building into a corner later on. This is where heatran came in. With a standard spdef set, heatran is able to set up rocks, check non surf lati's, and provide a decent switch-in for clefable. Taunt and toxic were chosen as my two utility options, as they allow heatran to better pressure clefable and bulky waters/keldeo, which this team can struggle with depending on the opposing team comp. As I stated before, the spread is standard, so there isn't really much to talk about there.

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish
While heatran is a decent fairy resist as well as a lati switch in, many fairies and latios run coverage specifically for heatran, so I figured that one steel wasn't enough. Scarf rachi gives me a way to reliably check mega diancie, mega gardevoir, clefable, both latis, and kyurem-b. Jirachi also provides more voltturn support to give heracross and azumarill free switches, which both desperately want. In terms of its set, this is fairy standard, with healing wish being chosen as the final move. I have considered other options such as coverage for zard y, a massive threat to the team, but I am not sure if it is worth it to give but hwish.

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Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower
For the next member, I needed, at minimum, a semi reliable zard x and keldeo check. The only pokemon that truly provide both roles without ending up as a liability was azumarill. Banded azu gives this team much needed charizard x check, as well as counterplay to keldeo. Azu also offers priority which can help take down a weakened speedy pokemon like tornadus or alakazam. In addition, Azu benefits from heracross's ability to take out most bulky grass types which make up the large majority of azumarill's checks and counters. Other than that, there isn't really much to say about it as its set is completely standard.

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Serperior @ Leftovers
Ability: Contrary
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Substitute
- Leech Seed
- Leaf Storm
- Hidden Power [Fire]
For my final pokemon, I decided to add serperior, and complete the FWG core of rotom, heatran, and serperior. I chose the subseed version as I wanted a grass type that could self sustain, check rotom, and have offensive presence. Serperior fit the bill perfectly. Serp gives this team a much needed rotom switch-in, as well as helping with keldeo and bulky waters such as slowbro, suicune, and gastro. This set also offers another way to break down bulky teams, and serperior can actually outstall spdef heatran with the combination of substitute and leech seed. (heatran takes 6% per turn, serperior loses 4-5%, and has enough substitutes to wear heatran all the way down)

My one replay:
http://replay.pokemonshowdown.com/ou-399912630: This battle shows the amount of pressure heracross can put onto even offensive teams with substitute

Threatlist:
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: By far the biggest threat to the team. I not only have no switch-ins, I also have nothing to reliably revenge kill it. The best way to beat it is to make it take stealth rocks and revenge with azumarill.
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: Another massive threat. My main electric switch-in is heatran, which obviously loses to focus blast/superpower. Jirachi and Heracross can help, but both either get paralyzed or severely weakened.
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+
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: While Rotom-w can check both members of this core, many of the teams based around this core specifically try to overload rotom so that one member can sweep through. For this reason, this team struggles with birdspam HO.

Thanks for giving this team a read, and hopefully a rate! Please leave any and all suggestions, as I would really like to improve this team.

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Substitute

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Lava Plume
- Toxic

Serperior @ Leftovers
Ability: Contrary
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Substitute
- Leech Seed
- Leaf Storm
- Hidden Power [Fire]

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower
 
Most of the mons you have problems with are birds, so I would consider replacing that Azumarill with scarfed Landorus-T. This may seem strange as you already have a scarfed pokemon, but Landorus-T destroys all the pokemon you have trouble with, gives you powerful ground-type stab, the utility of knock-off, and creates a powerful volt-turn core with Landorus-T, Rotom-W, and Jirachi.
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Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
 
Most of the mons you have problems with are birds, so I would consider replacing that Azumarill with scarfed Landorus-T. This may seem strange as you already have a scarfed pokemon, but Landorus-T destroys all the pokemon you have trouble with, gives you powerful ground-type stab, the utility of knock-off, and creates a powerful volt-turn core with Landorus-T, Rotom-W, and Jirachi.
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Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn
Thanks for the suggestion! This actually seems like a pretty good solution, and I will try it out. However, I do worry about zard x becoming a problem, but that will have to be seen with testing.
 
Note that Landorus-T OHKO's Charizard X with earthquake, so if you can switch it in before it sets up, it easily gets the kill. Not only that, but with Intimidate, Charizard X actually needs two Dragon Dances to kill Landorus-T, as Flare Blitz does not kill at +0. So as long as it doesn't get two dragon dances up, Landorus-T is an effective counter to Charizard X
 
Hi! you have a really nice team but as you said it has some flaws so im going to try my best to minimize those weaknesses.

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SpDef Jirachi > Scarf Jirachi. This gives you a more reliable fairy check in 1 pokemon instead of taking 2 slots of your team (Heatran + Jirachi) to check M-Gardevoir, M-Diancie and Clefable, you still have rocks support + a volt turn core and H-Wish support helps vs birdspam teams since you can use it to heal rotom if it gets too weakened.

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Latios >
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Heatran.
With Rocks Jirachi you don't need Heatran so this gives you have a free slot on your team and Latios is the most fitting pokemon. This gives you a check to M-Charizard Y and Thundurus as well as Volcanion which was a huge problem for your team since your main switchin was Rotom-W. Roost gives you longetivity vs the previously mentioned pokemons and you can decide between HP Fire or Defog if you feel like you need hazard removal. Life Orb is good on latios but Colbur Berry helps vs Zard-Y + Tyranitar cores that way you can take at least 1 Pursuit from Tyranitar if you need to, this is personal preference since both items work here.

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Scarf Keldeo >
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Azumarill
. Without Heatran M-scizor becomes more of a problem, Scarf Keldeo is a good option here since it beats offensive and defensive M-Scizor 1v1 and it gives you a good check to bisharp if it gets to +2 ( M-Heracross can lose to +2 Bisharp since it doesn't outspeed). This pokemon also works as a revenge killer to Lopunny, M-Medicham, Zard-Y, +1 Zard-X and Thundurus if they are weakened. Azumarill didn't do much on your team aside from checking Zard-X and taking advantage from M-Hera's abilities to deal with grass types. Keldeo can do both of those things and as I said before, it works as a revenge killer for a lot of mons that give problems to your team.

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Thunder Wave > Pain Split. This change works as a lure to Latios and M-Zard X. This is important because by t-waving those mons M-Hera has an easier time wallbreaking stuff since it doesn't have to care about Latios or Zard outspeeding and breaking the sub. This also stops M-Zard X from getting a free setup since it can t-wave and it can take a +2 D-Claw without rocks if it's Jolly Nature (it has a 25% to OHKO after rocks) and it's a decent way to cripple it if it isn't in Hydro Pump or Scald range from Keldeo. Also, you don't have to worry about Pain Split since you can always use H-Wish Jirachi if Rotom gets weakened.

That's all that I have to say, I tried to give you reliable switchins / checks to the threats that you listed and others that you didn't mention (such as Volcanion / M-Lopunny / Bisharp), if you have any questions regarding the sets feel free to ask and I'll explain it to you as soon as I can, all the sets / mons that I changed are going to be below.

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind / Hidden Power Electric

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- Iron Head
- U-turn
- Stealth Rock
- Healing Wish

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Thunder Wave

Latios @ Life Orb / Colbur Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog / Hidden Power Fire
 
Hey man, nice team you have there, but I have a couple of suggestions. Charizard Y is probably the biggest threat to the build due to its powerful STAB attacks and coverage hitting every single member on your team for super effective damage. Not only do you lack a solid switch-in, but you also lack a solid check, as your answer for it is to Toxic it with Heatran and then continuously pivoting around. Mega Manectric is an issue as well due to its high speed stat with fire coverage to hit Serperior, Heracross, and Jirachi for Super Effective damage. You also don't have a solid check to Manectric as well, since most players Volt Switch on Specially Defensive Heatran, and Azumarill only kills with Aqua Jet after prior damage.

My first suggestion will be Choice Scarf Landorus-T>Rotom-W. Scarf Landorus-T is an excellent Charizard Y and Manectric check, capable of OHKOing both Pokemon with its Ground and Rock coverage. Also, Scarf Landorus-T checks Mega Medicham and Volcanion comfortably as well with Earthquake. Lastly, Landorus-T gives your team an Electric immunity, so your opponent can't freely go for Volt Switch all the time.

My next suggestion will be Tangrowth>Serperior. One of the drawbacks with the Landorus-T suggestion is that you become more susceptible to Sand Rush Excadrill, as Life Orb 2HKOes every Pokemon on your team, including Landorus after Stealth Rocks. Tangrowth isn't 2HKOed by Life Orb Iron Head, and like Serperior, Tangrowth is a solid water check. It can tank +3 Ice Beam from Manaphy and retaliate back with a Leaf Storm. It can switch into any attack CB Azumarill wants to go for bar Play Rough. Tangrowth isn't 2HKOed by Specs Keldeo's Secret Sword unless Stealth Rocks are up, and it's a more reliable switch-in to Rotom-W than Serperior, with Regenerator recovery.

Thirdly, I'd change Heracross to fast Swords Dance set. This gives your team a solid win condition that can setup and clean late game. This set also improves your matchup vs balanced a lot better, especially since it's capable of OHKOing defensively oriented Pokemon after a +2 attack boost such as Skarmory, Hippowdon, Slowbro, and Magic Guard Clefable. Jolly Heracross also enables it to outspeed Jolly Bisharp and OHKOing it with a Close Combat before it gets the chance to get off an Iron Head.

  • 68 Speed EVs on Heatran is recommended to outspeed Pokemon such as Mandibuzz and Venusaur and Taunt them preventing them from recovering, as well as go for any support moves such as Defog and Leech Seed.
  • Ice Punch>Heart Stamp Jirachi allows it to lure in Landorus-T and weaken it to the point where +1 Rock Blast kills it. I don't think Heart stamp is very necessary on Jirachi, especially with Tangrowth to counter Keldeo and Heatran to check/counter Venusaur.
Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pin Missile
- Close Combat
- Rock Blast
- Swords Dance

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 188 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- U-turn
- Healing Wish

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leaf Storm
- Giga Drain
- Knock Off
- Hidden Power [Fire]
 
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What's up oryxslayer

You have a pretty solid team here, but there are some huge threats that can take advantage of your team, as shown in your threat list. This is not a problem though, as there are plenty of ways to fix these problems, as present by the users above. However, I have another direction to take your team, which might improve it to greater heights.

I'm not really a fan of Substitute Heracross, as I favor the Swords Dance set instead. I'm not necessarily saying that you need to run Swords Dance, but its the set that works the best against Stall for me. Either way, Substitute doesn't help too much if Rotom-W out speeds you. Right now your current spread on Mega Heracross, allows for you to speed tie with 44 Spe Rotom-W. This means that in a 1v1 situation there is a 50% chance that Rotom-W will out speed you. This is why I recommend you change your spread to 232 Hp | 136 Atk | 140 Spe | This spread not only allows you to out speed 44 Spe Rotom-W, but it also out speeds the standard Defensive Landorus-T set. Overall it just helps your team win with Mega Heracross a lot easier.

The next change I recommend is very similar to the first change, and that is running a spread of 248 Hp | 208 Def | 52 Spe | On Rotom-W. This change allows Rotom-W to out speed Standard Defensive Landorus-T by 1 point. This is great as it rekts people who just run the standard defensive Lando-T set from the Smogon analysis, which is a lot of people. Overall it's just a very nice thing to have.

I suggest running the standard Spdef Heatran spread of 252 Hp | 188 SpD | 68 Spe | This spread outruns minimum speed Suicune, Mega Venusaur, and Mandibuzz. This works great with taunt, as it allows you to perform better against bulkier team. It also handles everything that max Hp and max SpDef handles.

The next thing I suggest is replacing Banded Azumarill with Double Dance Landorus-T. You already have a scarfer and rocker, so why not go for a more offensive Landorus-T. The cool thing about this set, is that it helps a lot more against Mega Charizard X than scarf does. It also makes a great late game sweeper, and hits very hard. While Heracross is good against fatter teams, this thing can destroy offensive teams if it can set up. It can also do heavy damage to defensive teams which is also nice. However, if you are still afraid of Zard X another thing you could do is running Defensive Rocks Landorus-T, and then run Offensive Stallbreaker Heatran. This way you have a more solid Zard x and Bird Offense Check. Stallbreaker Heatran would also help destroy stall teams in conjunction with Heracross. Another upside on running Stallbreaker Heatran, is that you handle all of Mega Scizor sets. The only downside is that you lose the immense and threatening power of double dance Landorus-T, however, you have an easier time with a lot of threats to your team.

The final change I suggest is replacing Serperior with Latios. With Azumarill gone and being weak to Zard Y and Keldeo, Latios is a great fit on your team. Latios also helps with your weakness to Thundurus-I as it provides a solid check. Latios also offers Defog support, if you want it, or you can go for another coverage move.

Lando-T and Latios set
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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance


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Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt / Hidden Power Fire / Defog
- Roost / Defog


If you want to run Defensive Landorus-T and Stallbreaker Heatran

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Taunt
- Toxic

I hope I helped :]
 
Thank you so much everybody for all the suggestions! There are quite a lot of them! From what I have gathered, this team would really appreciate a landorus-t, a latios, a rotom set change, and a heatran set change as that was consistent across all the rates. All the other suggestions (tangrowth, spdef rachi, sub or sd hera) will have to be considered through more testing. Thanks so much for all the help everyone!
 
First, I recommend a tiny change to your Heracross set. By running 160 HP / 152 Atk / 4 Def / 52 SpD / 140 Spe with an Adamant nature. With this spread, you have a litte extra Atk from what you originally had while still accomplishing what you want but have extra speed. 160 HP / 4 Def allows your sub to not break from Garchomp's Dragon Tail. 0 Atk Garchomp Dragon Tail vs. 160 HP / 4 Def Mega Heracross: 72-85 (21.1 - 24.9%) -- guaranteed 5HKO. 160 HP / 52 SpD allows your sub to not break from Rotom-W Volt switch, while significantly increase your chances against Amoonguss's Sludge Bomb to not break. 0 SpA Rotom-W Volt Switch vs. 160 HP / 52 SpD Mega Heracross: 72-85 (21.1 - 24.9%) -- guaranteed 5HKO. 140 Spe > 132 Spe because that allows you to outspeed 8 Spe Lando-T and 44 Spe Rotom-W (or even 48). It also lets you otuspeed Adamant Bisharp/Breloom and Max Speed base 60s (like Specs Magnezone? idk). Finally, 152 Atk gives a boost in chance in 2HKO-ing SpD Clefable (252 HP / 160 Def / 96+ SpD) from 87.5% (your previous spread) to 96.5%.

Finally, I recommend having Zapdos > Rotom-W. Static Zapdos with Volt Switch and Toxic is a fantastic pokemon on your team because it checks bird spam REALLY well, gets some paras through Statics, spreads Toxic on stuff that annoy Mega Heracross (perhaps Bold Unaware Clef), and still gives you momentum with Volt Switch.

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 160 HP / 152 Atk / 4 Def / 52 SpD / 140 Spe
Adamant Nature
- Pin Missile
- Close Combat
- Rock Blast
- Substitute

Zapdos @ Leftovers
Ability: Static
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Roost
- Toxic / HP Ice
 
Hey man, cool team! Just some changes that could help it deal with some threats and perhaps boost the synergy of the team.

First, I can see a mega scizor problem, esp. the jolly sd set, and that can be fixed pretty easily.

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Toxic
- Lava Plume

Max HP and max speed Heatran is by far the best heatran set in OU, hands down, on all play styles. I would only ever run max sp.def if I was very weak to latios or birds, which you aren't in either case. This set helps you prevent other heatran from getting up rocks, it helps you out speed jolly mega sciz before it superpowers you, it lets you out speed mega heracross, it lets you outspeed rotom-w to get of a toxic, I think you get the idea.

Second up, I would definately replace azumarill with roarcune. I see a crippling weavile weakness, an issue with char x, keldeo, opposing azumarill, and physical presence in general. Roarcune not only beats specific threats for your team, but provides a band-aid check for almost all of the metagames physical threats.

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---->
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Suicune @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Roar
- Sleep Talk
- Scald

Thirdly, for Jirachi, I would definately run trick > heart stamp, as heart stamp is plain weak, and the help trick gives you against stall, which seems very problematic, could very well be a godsend. I also would change the EV's to a more bulky spread, as you are not outspeeding anything even mildly significant that sits in a speed tier between you and scarf lando-t, so you can bulk up Rachi and still outspeed all the same threats.

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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Healing Wish

Lastly, for Mega Heracross, I would run a substitute & swords dance set, as stall seems to be the biggest threat to your team from just looking over it. Although you lose coverage in pin missile, the advantage of a sub & swords dance set just seems far to valuable to give up.

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Heracross-Mega @ Heracronite
Ability: Guts
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Substitute
- Swords Dance
- Close Combat
- Rock Blast

I also dont have time to do the sprites, but double dance landorus-therian > rotom allows you for way more opportunities, as hera and lando have similiar checks and counters, and usually, one can sweep if you set up the game that way. You can find the best set on smogon, ill update this later!

Hope it helps!
 
Hey man, cool team! Just some changes that could help it deal with some threats and perhaps boost the synergy of the team.

First, I can see a mega scizor problem, esp. the jolly sd set, and that can be fixed pretty easily.

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Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Toxic
- Lava Plume

Max HP and max speed Heatran is by far the best heatran set in OU, hands down, on all play styles. I would only ever run max sp.def if I was very weak to latios or birds, which you aren't in either case. This set helps you prevent other heatran from getting up rocks, it helps you out speed jolly mega sciz before it superpowers you, it lets you out speed mega heracross, it lets you outspeed rotom-w to get of a toxic, I think you get the idea.

Second up, I would definately replace azumarill with roarcune. I see a crippling weavile weakness, an issue with char x, keldeo, opposing azumarill, and physical presence in general. Roarcune not only beats specific threats for your team, but provides a band-aid check for almost all of the metagames physical threats.

184.png
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suicune.png


Suicune @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Roar
- Sleep Talk
- Scald

Thirdly, for Jirachi, I would definately run trick > heart stamp, as heart stamp is plain weak, and the help trick gives you against stall, which seems very problematic, could very well be a godsend. I also would change the EV's to a more bulky spread, as you are not outspeeding anything even mildly significant that sits in a speed tier between you and scarf lando-t, so you can bulk up Rachi and still outspeed all the same threats.

385.png

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Healing Wish

Lastly, for Mega Heracross, I would run a substitute & swords dance set, as stall seems to be the biggest threat to your team from just looking over it. Although you lose coverage in pin missile, the advantage of a sub & swords dance set just seems far to valuable to give up.

214.png


Heracross-Mega @ Heracronite
Ability: Guts
EVs: 240 HP / 136 Atk / 132 Spe
Adamant Nature
- Substitute
- Swords Dance
- Close Combat
- Rock Blast

I also dont have time to do the sprites, but double dance landorus-therian > rotom allows you for way more opportunities, as hera and lando have similiar checks and counters, and usually, one can sweep if you set up the game that way. You can find the best set on smogon, ill update this later!

Hope it helps!
Wow, thanks for the reply! I'm surprised that they are still coming in. Anyways, your suggestions do seem interesting, and I will try them out to see whether or not the team works well. Thanks again!
 
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